Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
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 Adv. Pts
Pts 0 / 0
 Trn. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Origin
Basics
Character Sheet Name
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Character Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Ancestry
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Ancestry
Ancestry represents your characters species and background. This unlocks certain techniques and styles which are locked to specific ancestries.
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Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Advancement Points
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Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 1 advancement point
Style Points
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Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Bonus Training Points
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Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
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Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Perks
Perks
Perk Points
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Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
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Convert Perks to Advancement Points
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Convert Perks to Advancement Points
You can convert perk points to advancement points at a 1:1 ratio.
cost: 1 perk point
Origin Perks
Affinity [Cost 0 Perk Point]
Human or Spirit only
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Potency II [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Second Affinity [Cost 1 Perk Point]
Human only
Gain a second elemental affinity.
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Potency [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Stat Boost Perks
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Top Speed [Cost 3 Perk Point]
Gain +1 Base Speed
Dasher [Cost 2 Perk Point]
Gain +1 Dash Speed
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Top Speed II [Cost 4 Perk Point]
Gain +1 Base Speed
Dasher II [Cost 3 Perk Point]
Gain +1 Dash Speed
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Background
Basics
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Home Region
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Home Region
The region of Wuxing where the character hails from.
Ethnicity
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Ethnicity
The ethnicity the character is a part of.
Quick Description
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Quick Description
A short description of what this character is about
Backstory
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Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
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Name
Generator
Full Name
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Full Name
Generator
Gender
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Gender
Generator
Home Region
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Home Region
Generator
Race
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Race
Generator
Personality
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Personality
Generator
Motivation
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Motivation
Generator
Generate Character
Use This Character
Clear Background
Knowledge
Styles
Training
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Training
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
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 Build
Pts 0 / 0
Training
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Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
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Bonus Training Points
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Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
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Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Knowledge
Styles
Training
Exit
Finish
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Knowledge
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
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 Build
Pts 0 / 0
Language
Walthair Languages
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
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General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + 0 + [Character Rank]
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Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Profession Lore
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General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + 0 + [Character Rank]
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Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Craftmanship Lore
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General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + 0 + [Character Rank]
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Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Geography Lore
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General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + 0 + [Character Rank]
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Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
History Lore
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General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + 0 + [Character Rank]
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Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Culture Lore
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General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + 0 + [Character Rank]
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Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Religion Lore
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General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + 0 + [Character Rank]
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Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Advancement
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
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 Adv. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Advancement
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Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
Convert To Levels
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Max Character Rank
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Max Character Rank
Your character rank applies to many of the values you record on your character sheet. Your max character rank also increases many of the points given at character creation and through advancement. Max character rank increases as you level. At 1st level, it begins at 1. At 4th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement Points
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Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 1 advancement point
Style Points
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Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Perks
Perks
Perk Points
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Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
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Convert Perks to Advancement Points
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Convert Perks to Advancement Points
You can convert perk points to advancement points at a 1:1 ratio.
cost: 1 perk point
Origin Perks
Affinity [Cost 0 Perk Point]
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Potency II [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Second Affinity [Cost 1 Perk Point]
Gain a second elemental affinity.
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Potency [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Stat Boost Perks
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Top Speed [Cost 3 Perk Point]
Gain +1 Base Speed
Dasher [Cost 2 Perk Point]
Gain +1 Dash Speed
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Top Speed II [Cost 4 Perk Point]
Gain +1 Base Speed
Dasher II [Cost 3 Perk Point]
Gain +1 Dash Speed
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Jobs
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
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 Build
Pts 0 / 0
Combat Jobs
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Vanguard
Frontline attackers with strong defenses and good self sustain.
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Fighter
Category: Combat Main Skills: None A high survival weapon specialist that gains bonuses by being healed.
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Brawler
Category: Combat Main Skills: Grappling A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm them.
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Labourer
Category: World, Combat Main Skills: None A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
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Defender
Defensive jobs with abilities to protect allies from taking damage.
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Sentinel
Category: Combat Main Skills: Any Melee A mobile melee attacker that intercepts attacks and retaliates against the foe.
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Warden
Category: Combat Main Skills: Channel A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
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Bulwark
Category: Combat, World Main Skills: Conjure A defensive magic specialist that creates walls to protect allies and provide cover.
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Athlete
Highly mobile jobs with abilities to dart in and out of a conflict.
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Exemplar
Category: Combat Main Skills: Any Melee A mobility specialist that concentrates ki into a burst to attack and maneuver foes.
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Kineticist
Category: Combat Main Skills: Kinesis A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with kinetic attacks.
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Rogue
Category: World, Combat Main Skills: None A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
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Ranger
These jobs have a focus on staying at range to avoid engaging in melee.
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Hunter
Category: Combat Main Skills: Any Range; Search A ranged attacker that chooses a quarry to hunt down and focus fire.
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Sniper
Category: Combat Main Skills: Shoot A long range attacker that wants to gain as much distance as possible to attack from safety.
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Warmage
Category: Combat Main Skills: None An area attacker that specializes in magic that attacks large groups of people.
Control Jobs
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Operator
Area control specialists that can modify the battlefield to maintain control.
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Trooper
Category: Combat Main Skills: Any Range A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
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Geomancer
Category: Combat Main Skills: Shape A terrain molding job that gains benefits when foes enter their areas of control.
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Magus
Category: World, Combat Main Skills: Channel; Resonance A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
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Strategist
Support jobs to buff allies and provide unique opportunities.
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Tactician
Category: Combat Main Skills: Analyze A battlefield commander that repositions their allies into the optimal locations to attack.
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Bard
Category: World, Social Main Skills: Inspire An entertainer that gives advantages to allies and restores their willpower.
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Healer
Jobs that bolster ones healing capabilities.
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Medic
Category: World, Combat Main Skills: Medicine A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
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Alchemist
Category: World, Combat Main Skills: Throw A master of consumables that can aid allies with healing and hinder foes with bombs.
World Jobs
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Advocate
These experts at conversation help pressure targets into agreeing to their requests.
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Merchant
Category: Social Main Skills: Any Persuade A social expert that convinces others of their requests through charming bargains and tact.
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Orator
Category: Social Main Skills: Any Cunning A socialite that uses misdirection to imply and persuade others into following their requests.
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Hardliner
Category: Social Main Skills: Any Cunning A negotiator that uses pressure tactics to break down will and accelerate a deal.
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Perceptor
Jobs that excel at detecting changes among people and the environment.
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Detective
Category: World Main Skills: Search A seeker of clues and mysteries that gains expanded searching abilities and passive search bonuses.
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Inquisitor
Category: Social Main Skills: Analyze An investigator that analyzes people to learn their influences and find the truth.
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Empath
Category: Social Main Skills: Empathy An emotion expert that calms stress from will attacks and protects from those that would manipulate.
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Scholar
Category: World, Social Main Skills: Rationalize A collector of lore that gains bonuses when using their information to inform and detect lies.
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Craftsman
Jobs that help create objects and consumables.
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Culinarian
Category: World Main Skills: Cook A chef that grants benefits to those that consume their meals.
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Spellwright
Category: World, Combat Main Skills: Shape A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
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Esper
Spirit focused jobs that either allow communication with spirits or expand spirit options.
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Etherealist
Category: World, Social Main Skills: Empathy; Resonance A master of spirit communication that can transport themselves to the ethereal plane.
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Phantasm
Category: World, Social Main Skills: Charm; Resonance Spirit Only. Spirits that develop their abilities to manipulate emotion and thought via distracting hallucinations.
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Shade
Category: World, Combat Main Skills: Resonance Spirit Only. A spirit that can manifest itself into objects and shadows to scout and attack.
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Yaksa
Category: World, Combat Main Skills: Shape; Resonance Spirit Only. Powerful nature spirits that tend to remain in a domain and protect the region they call home.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Skills
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
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 Build
Pts 0 / 0
Active Skills
Melee
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Grappling (BOD/QCK)0
Grappling
Melee Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
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Grappling (BOD/QCK)0
Grappling
Melee Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
Expertise
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Might (BOD)0
Might
Melee Might techniques tend to focus on the application of simple, big damage.
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Might (BOD)0
Might
Melee Might techniques tend to focus on the application of simple, big damage.
Expertise
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Skirmish (PRC/QCK)0
Skirmish
Melee Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
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Skirmish (PRC/QCK)0
Skirmish
Melee Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
Expertise
Range
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Shoot (PRC)0
Shoot
Range Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
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Shoot (PRC)0
Shoot
Range Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
Expertise
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Throw (BOD/PRC)0
Throw
Range Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
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Throw (BOD/PRC)0
Throw
Range Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
Expertise
Cast
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Channel (BOD/CNV)0
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
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Channel (BOD/CNV)0
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
Expertise
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Conjure (BOD/CNV)0
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
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Conjure (BOD/CNV)0
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
Expertise
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Heal (QCK/RSN)0
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
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Heal (QCK/RSN)0
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
Expertise
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Kinesis (PRC)0
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
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Kinesis (PRC)0
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
Expertise
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Shape (PRC/RSN)0
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
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Shape (PRC/RSN)0
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
Expertise
Athletics
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Agility (PRC/QCK)0
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
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Agility (PRC/QCK)0
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
Expertise
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Physique (BOD)0
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
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Physique (BOD)0
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
Expertise
Social Skills
Persuade
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Charm (INT)0
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
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Charm (INT)0
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
Expertise
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Inspire (CNV)0
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
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Inspire (CNV)0
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
Expertise
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Rationalize (RSN)0
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
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Rationalize (RSN)0
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
Expertise
Cunning
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Demoralize (CNV/INT)0
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
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Demoralize (CNV/INT)0
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
Expertise
?
Misdirect (INT/RSN)0
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
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Misdirect (INT/RSN)0
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
Expertise
World Skills
Craft
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Aesthetics (CNV/INT)0
Aesthetics
Craft Aesthetics is the ability to design. This could be used to make an art piece more appealing or make a chair more comfortable to sit on.
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Aesthetics (CNV/INT)0
Aesthetics
Craft Aesthetics is the ability to design. This could be used to make an art piece more appealing or make a chair more comfortable to sit on.
Expertise
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Alchemy (RSN)0
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
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Alchemy (RSN)0
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
Expertise
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Build (RSN)0
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
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Build (RSN)0
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
Expertise
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Cook (QCK/CNV)0
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
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Cook (QCK/CNV)0
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
Expertise
Device
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Glyphwork (QCK/RSN)0
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
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Glyphwork (QCK/RSN)0
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
Expertise
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Medicine (QCK/INT)0
Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
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Medicine (QCK/INT)0
Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
Expertise
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Musicianship (PRC)0
Musicianship
Device Musicianship is the ability to perform with a musical instrument.
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Musicianship (PRC)0
Musicianship
Device Musicianship is the ability to perform with a musical instrument.
Expertise
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Pilot (BOD/CNV)0
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
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Pilot (BOD/CNV)0
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
Expertise
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Tinker (PRC/QCK)0
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
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Tinker (PRC/QCK)0
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
Expertise
Investigate
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Analyze (RSN)0
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
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Analyze (RSN)0
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
Expertise
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Search (INT)0
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
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Search (INT)0
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
Expertise
Sensing
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Empathy (INT)0
Empathy
Sensing Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
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Empathy (INT)0
Empathy
Sensing Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
Expertise
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Resonance (BOD/CNV)0
Resonance
Sensing Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely.
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Resonance (BOD/CNV)0
Resonance
Sensing Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely.
Expertise
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Attributes
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
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 Build
Pts 0 / 0
Attributes
Body
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Body
Affected Stats
Defensive Stats
Brace
Skill Stats
Channel
Conjure
Grappling
Might
Physique
Pilot
Resonance
Throw
Precision
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Precision
Affected Stats
Defensive Stats
Warding
Skill Stats
Agility
Kinesis
Musicianship
Shape
Shoot
Skirmish
Throw
Tinker
Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Defensive Stats
Reflex
Evasion
Skill Stats
Agility
Cook
Glyphwork
Grappling
Heal
Medicine
Skirmish
Tinker
Conviction
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Conviction
Affected Stats
Defensive Stats
Resolve
Skill Stats
Aesthetics
Channel
Conjure
Cook
Demoralize
Inspire
Pilot
Resonance
Intuition
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Intuition
Affected Stats
Defensive Stats
Ego
Skill Stats
Aesthetics
Charm
Demoralize
Empathy
Medicine
Misdirect
Search
Reason
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Reason
Affected Stats
Defensive Stats
Insight
Skill Stats
Alchemy
Analyze
Build
Glyphwork
Heal
Misdirect
Rationalize
Shape
Affected Stats
These are the statistics that are modified based on your Attributes. These stats will automatically update as you change your attributes. Many of these stats are modified based on your Character Rank (CR) and other modifiers. Your stats will be shown both by what the attributes grant and the final result with your other modifiers in (brackets).
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Defensive Stats
Defensive Stats
A defensive stat is often compared against to determine if a technique's effects occur on a target. These stats are calculated as their associated attribute + your CR. There is also often a default value of 7 added to defenses with the exception of evasion. These are also often modified further by your equipped job and gear.
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Brace (BOD)
Brace
Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Body] + 0 + 0 + 0
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Warding (PRC)
Warding
Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Precision] + 0 + 0 + 0
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Reflex (QCK)
Reflex
Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Evasion (QCK)
Evasion
Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Resolve (CNV)
Resolve
Resolve is calculated as: 7 + [Character Rank] + [Conviction] + 0 + 0
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Ego (INT)
Ego
Ego is calculated as: 7 + [Character Rank] + [Intuition ] + 0 + 0
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Insight (RSN)
Insight
Insight is calculated as: 7 + [Character Rank] + [Reason] + 0 + 0
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Styles
Character Creation
Knowledge
Styles
Training
Exit
Finish
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Styles
Training
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Styles
Advancement
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Actions
This is the Actions section. Here you can use any action available to your character.
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Combat Arts
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Melee Weapons
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Smashing Arte
Main Skills: Might Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Techniques that deal big damage and can pierce armor.
Advanced Styles
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Mauler Arte
Main Skills: Might Traits: Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Adds techniques that can knock foes prone.
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Berserker Arte
Main Skills: Might Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Powerful techniques that can attack the Brace defense at the cost of inflicting the hindered status on yourself.
Advanced Styles
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Avenger Arte
Main Skills: Might Traits: Apply [Encumbered]
Apply [Encumbered]
Impact Trait This technique adds a status effect to the target.EncumberedYour Base Speed is reduced by 1 and your Dash Speed is reduced by 2.
Increased damage techniques that benefit from persuing the same target.
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Cleaving Arte
Main Skills: Might Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
This style contains techniques that attack multiple close range foes.
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Battering Arte
Main Skills: Might Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
A style that focuses on forced movement, allowing you to batter other back.
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Crushing Arte
Main Skills: Might Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
This debilitating style both offers methods to knock foes prone and hinder them.
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Arcanestrike Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
This style surges energy into attacks before striking.
Advanced Styles
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Flame Spellblade Arte
Affinity: Fire Main Skills: Skirmish Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
A style that allows enchanting one's own attacks with fire before striking.
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Lightning Spellblade Arte
Affinity: Metal Main Skills: Skirmish Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Jolted]
Apply [Jolted]
Impact Trait This technique adds a status effect to the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
A style that allows enchanting one's own attacks with lightning before striking.
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Cold Spellblade Arte
Affinity: Water Main Skills: Skirmish Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
A style that allows enchanting one's own attacks with cold before striking.
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Chargestrike Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Apply [Burst]
Apply [Burst]
Impact Trait This technique adds a status effect to the target.BurstYou maintain a concentrated burst of Ki. You may only ever hold up to 3 charges of Burst. Burst is often used to empower certain techniques.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Charge ki into a weapon to release it in one large blow.
Advanced Styles
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Flashcut Arte
Main Skills: Skirmish Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack both Brace and Reflex defenses with fast strikes.
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Duelist Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Bleeding]
Apply [Bleeding]
Impact Trait This technique adds a status effect to the target.BleedingYou are bleeding. At the start of each round you take 1d6 tension [AP] damage per rank of the Bleeding condition.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Leaps into battle to exploit the hindered condition for greater damage.
Advanced Styles
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Fencer Arte
Main Skills: Skirmish Traits: AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Create advantages with flourishing strikes and pierces defenses with their quick piercing attacks.
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Swashbuckling Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Hinder foes and use clever footwork to disengage.
Advanced Styles
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Deftblade Arte
Main Skills: Skirmish Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Dodge]
Apply [Dodge]
Impact Trait This technique adds a status effect to the target.DodgeYour Evasion defense increases by 6 vs. the next Attack made against you. This triggers even if the attack does not target Evasion.This Condition ends when it is triggered or at the start of the next round.
Use evasive maneuvers to attack and defend.
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Jumpspear Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Grants great movement capabilities to strike from above.
Advanced Styles
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Sky Pike Arte
Main Skills: Skirmish Traits: vs. Evasion
vs. Evasion
This technique targets the Evasion defense to resolve its effects.
Launch yourself into the air to deal bonus damage if attacking from above.
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Whip Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Attack from a distance and hinders foes.
Advanced Styles
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Trickster Arte
Main Skills: Skirmish Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Attack from a distance with a whip and knocks foes to the ground.
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Overwhelming Arte
Main Skills: Skirmish Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Brutal
Brutal
Impact Trait When rolling dice for this effect, roll all dice twice and take only the highest results.
Attack both Brace and Reflex defenses to overwhelm your foes.
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Phalanx Arte
Main Skills: Skirmish Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Falling
Falling
Impact Trait Characters fall when they are in the open air and do not have a way to remain there such as by flying or floating. In standard circumstances, characters fall 10 spaces per round.Unless specified otherwise, characters fall when a character that caused the movement decides it is appropriate or at the end of the active character's turn, whichever happens first. For example, a character that jumps may choose to stay in the air until they finish an attack before landing. Alternatively, a character that pushes another over a ledge gets to choose whether the character falls immediately or lingers in the air so that they may be attacked further before falling.This movement does not trigger the Engaged status until you finish moving. Characters take damage when they fall three or more spaces and cannot recover before hitting the ground. A character that lands on the ground after a fall take 1d6+1 force damage for every two spaces fallen, to a maximum of 10d6+10.
Employ long reaching attacks to attack those afar and above.
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Ranged Weapons
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Archery Arte
Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Brutal
Brutal
Impact Trait When rolling dice for this effect, roll all dice twice and take only the highest results.
Use archery techniques for focused fire on distant foes.
Advanced Styles
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Bowmaster Arte
Main Skills: Shoot Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
This style adds quickfire techniques to allow targeting of the Brace defense.
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Gunslinger Arte
Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shoot-focused style that fires at single targets with high accuracy and hindering shots.
Advanced Styles
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Pistolero Arte
Main Skills: Shoot Traits: AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Multiple gun techniques to gain advantage over their enemies.
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Trick Shot Arte
Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shoot-focused style allowing one to launch ammo at multiple targets.
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Sentry Arte
Main Skills: Shoot Traits: vs. Evasion
vs. Evasion
This technique targets the Evasion defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shoot-focused style that keeps areas under constant fire to suppress movement.
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Longsight Arte
Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
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Scatterpoint Arte
Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
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Bomber Arte
Main Skills: Throw Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Throw-focused style that grants improved damage for thrown bombs.
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Daggerthrow Arte
Main Skills: Throw Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Bleeding]
Apply [Bleeding]
Impact Trait This technique adds a status effect to the target.BleedingYou are bleeding. At the start of each round you take 1d6 tension [AP] damage per rank of the Bleeding condition.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Throw-focused style that launches thrown daggers at foes in fans or with precision attacks.
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Martial Arts
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Aerial Arte
Main Skills: Grappling Traits: vs. Evasion
vs. Evasion
This technique targets the Evasion defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Make aerial attacks to defeat your enemies.
Advanced Styles
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Windfall Arte
Affinity: Wood Main Skills: Grappling; Enchant Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Perform acrobatic maneuvers that strike hard from above.
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Firefall Arte
Affinity: Fire Main Skills: Grappling; Enchant Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Perform acrobatic maneuvers that strike with fire from above.
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Skyfall Arte
Affinity: Metal Main Skills: Grappling; Enchant Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Perform acrobatic maneuvers that strike hard from above.
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Forceful Fist Arte
Main Skills: Grappling Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Knock foes around with powerful melee attacks.
Advanced Styles
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Powerarm Arte
Main Skills: Grappling Traits: Overpower foes with a variety of powerful punches.
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Stepflow Arte
Main Skills: Grappling Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Force Move
Force Move
Impact Trait When you are force moved your movement is controlled by another source. You will move as the source dictates until you have moved all of the spaces of movement. This movement does not trigger the Engaged status until you finish moving.
Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
Freely weave through combat and reposition others.
Advanced Styles
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Swaying Palm Arte
Main Skills: Grappling; Agility Traits: Apply [Quickened]
Apply [Quickened]
Impact Trait This technique adds a status effect to the target.QuickenedOn your turn, you can perform one additional Quick action. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends. This Condition ends when it is triggered.
Quickly maneuver around the battlefield to strike.
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Wrestling Arte
Main Skills: Grappling Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Grappled]
Apply [Grappled]
Impact Trait This technique adds a status effect to the target.GrappledWhile a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Grapple foes and ensures they do not get away.
Advanced Styles
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Ironhold Arte
Main Skills: Grappling Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target.DistractedYou gain Disadvantage on all skill checks per rank of the Distracted emotion.This Emotion ends when it is triggered or at the start of the next round.
Apply [Paralyzed]
Apply [Paralyzed]
Impact Trait This technique adds a status effect to the target.ParalyzedYou lose your next Full Turn and can speak only falteringly. Techniques are made against you at +2 Advantage.This Status ends at the start of the next round.
Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
Force foes to submission through powerful grabbing techniques.
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Galegrip Arte
Main Skills: Grappling Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Grappled]
Apply [Grappled]
Impact Trait This technique adds a status effect to the target.GrappledWhile a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
Uses maneuverability to grab foes and knock them prone.
Advanced Styles
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Heaven's Reach Arte
Main Skills: Grappling; Physique Traits: Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Grants great jumping mobility to grapple others regardless of where they are.
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Rapid Strikes Arte
Main Skills: Grappling Traits: vs. Evasion
vs. Evasion
This technique targets the Evasion defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Quickly attack foes with unavoidable attacks.
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Disruption Form Arte
Main Skills: Grappling Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
Disrupt foes with hindering and stunning blows.
Magic
Show
Hide
Evocation
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Blasting Flames
Affinity: Fire Main Skills: Throw Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Fire. A Throw-focused style that launches bombs that both explode immediately and after a delayed time for more power.
Advanced Styles
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Hellfire
Affinity: Fire Main Skills: Throw Traits: Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Fire. A Throw-focused style that allows many methods to blanket areas in fire.
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Lightning Shot
Affinity: Metal Main Skills: Shoot Traits: vs. Evasion
vs. Evasion
This technique targets the Evasion defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Jolted]
Apply [Jolted]
Impact Trait This technique adds a status effect to the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Willbreak Apply [Stunned]
Willbreak Apply [Stunned]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Metal. A Shoot-focused style that mixes both line piercing lightning attacks and targeted lightning spells that stuns foes.
Advanced Styles
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Storm Caller
Affinity: Metal Main Skills: Shoot Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Metal. A Shoot-focused style that wields lightning to directly harm its targets.
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Binding Cold
Affinity: Water Main Skills: Shoot Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Willbreak Apply [Stunned]
Willbreak Apply [Stunned]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Water. A Shoot-focused style that deals with single target spells that can slow or immobilize foes.
Advanced Styles
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Sheer Cold
Affinity: Water Main Skills: Shoot; Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Water. A Shoot and Channel-focused style that slings many binding and slowing spells both at single targets and areas.
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Arcane Spellshot
Affinity: Fire; Metal Main Skills: Shoot Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Fire/Metal. A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
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Flaming Sphere
Affinity: Fire Main Skills: Shoot Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Fire. A Shoot-focused style that causes fire to blast at a target point and engulf the area.
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Shock Bomb
Affinity: Metal Main Skills: Throw Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Metal. A Throw-focused style that creates large bursts of electricity and delayed blast bombs.
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Area Spark
Affinity: Metal Main Skills: Shoot Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Jolted]
Apply [Jolted]
Impact Trait This technique adds a status effect to the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Metal. A Shoot-focused style that fires lighting at a point to spread and hinder foes.
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Chilling Blast
Affinity: Water Main Skills: Shoot Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Water. A Shoot-focused style that creates chilling ice to freeze targets over.
Show
Hide
Channelling
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Ki Channeling
Affinity: Wood Main Skills: None Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Apply [Unconscious]
Apply [Unconscious]
Impact Trait This technique adds a status effect to the target.UnconsciousAn unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
Wood. A style that allows one to travel the ethereal plane and disrupt ether.
Advanced Styles
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Manification
Affinity: Wood Main Skills: Channel; Resonance Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
ENGen
ENGen
Impact Trait This technique generates EN for the user.
Wood. A Channel and Resonance-focused style that manipulates magic after its cast to mimic or end its effects.
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Ether Magic
Affinity: Metal Main Skills: Channel; Resonance Traits: Metal. An Channel and Resonance-focused style that manipulates ether directly to communicate with others, detect magic, and mimic spells. ,
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Time Control
Affinity: Water Main Skills: Channel Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Dodge]
Apply [Dodge]
Impact Trait This technique adds a status effect to the target.DodgeYour Evasion defense increases by 6 vs. the next Attack made against you. This triggers even if the attack does not target Evasion.This Condition ends when it is triggered or at the start of the next round.
Apply [Quickened]
Apply [Quickened]
Impact Trait This technique adds a status effect to the target.QuickenedOn your turn, you can perform one additional Quick action. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends. This Condition ends when it is triggered.
Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
Water. A Channel-focused style that allows the slowing of time to teleport and prepare actions.
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Messaging
Affinity: Wood; Water Main Skills: None Traits: Wood/Water. A style that allows one to communicate over long distances with the wind.
Advanced Styles
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Sound Control
Affinity: Water Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse [Hidden]
Cleanse [Hidden]
Impact Trait This technique removes a status effect on the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Water. A Channel-focused style that allows distant communication and attacking with sound based attacks.
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Fire Field
Affinity: Fire Main Skills: Channel Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Fire. A Channel-focused style that sets an area aflame burning all who enter.
Advanced Styles
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Blazing Field
Affinity: Fire Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
Fire. A Channel-focused style that expands on the terrains of fire with extra mobility to disengage.
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Light Control
Affinity: Fire Main Skills: Channel Traits: Light
Light
This area is bathed in light. This eliminates darkness in the area.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Blinded]
Apply [Blinded]
Impact Trait This technique adds a status effect to the target.BlindedA blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Fire. A Channel-focused style that manipulates light to create illusions and copy imagery.
Advanced Styles
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Illusory Field
Affinity: Fire Main Skills: Channel Traits: Apply [Invisible]
Apply [Invisible]
Impact Trait This technique adds a status effect to the target.InvisibleAll attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Fire. A Channel-focused style that manipulates light to create illusions and copy imagery.
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Blurred Light
Affinity: Fire Main Skills: Channel Traits: Apply [Hidden]
Apply [Hidden]
Impact Trait This technique adds a status effect to the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Apply [Invisible]
Apply [Invisible]
Impact Trait This technique adds a status effect to the target.InvisibleAll attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Cleanse [Engaged]
Cleanse [Engaged]
Impact Trait This technique removes a status effect on the target.EngagedIf a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Fire. A Channel-focused style that allows both the creation of light and invisibility within light.
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Shadow Control
Affinity: Earth Main Skills: Channel Traits: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light.
Light
Light
This area is bathed in light. This eliminates darkness in the area.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Blinded]
Apply [Blinded]
Impact Trait This technique adds a status effect to the target.BlindedA blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Earth. A Channel-focused style that snuffs out light to create areas of darkness to conceal and blind.
Advanced Styles
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Darkness Weaving
Affinity: Earth Main Skills: Channel Traits: Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Earth. A Channel-focused style that allows attacking from the darkness with its cold embrace.
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Shadow Walking
Affinity: Earth Main Skills: Channel Traits: Apply [Hidden]
Apply [Hidden]
Impact Trait This technique adds a status effect to the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Apply [Invisible]
Apply [Invisible]
Impact Trait This technique adds a status effect to the target.InvisibleAll attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Cleanse [Engaged]
Cleanse [Engaged]
Impact Trait This technique removes a status effect on the target.EngagedIf a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Earth. A Channel-focused style that allows both the creation of darkness and invisibility.
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Windglide
Affinity: Wood Main Skills: Channel Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Wood. A Channel-focused style allowing one to fly through the air.
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Fire Conduit
Affinity: Fire Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse [Aflame]
Cleanse [Aflame]
Impact Trait This technique removes a status effect on the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Fire. A Channel-focused style that allows one to impart heat and flames into people and objects.
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Jetstream
Affinity: Fire Main Skills: Channel Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Fire. A Channel-focused style allowing one to fly through the air.
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Bursting Fire
Affinity: Fire Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Fire. A Channel-focused style that explodes flames around the caster.
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Lightning Conduit
Affinity: Metal Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Jolted]
Apply [Jolted]
Impact Trait This technique adds a status effect to the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse [Jolted]
Cleanse [Jolted]
Impact Trait This technique removes a status effect on the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Metal. A Channel-focused style that allows one to impart electricity and lightning into people and objects.
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Freeform Flight
Affinity: Metal Main Skills: Channel Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Metal. A Channel-focused style allowing one to fly through the air.
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Close Circuit
Affinity: Metal Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Jolted]
Apply [Jolted]
Impact Trait This technique adds a status effect to the target.JoltedA quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Metal. A Channel-focused style that causes electricity to surge around the caster.
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Cold Conduit
Affinity: Water Main Skills: Channel Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse [Chilled]
Cleanse [Chilled]
Impact Trait This technique removes a status effect on the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Water. A Channel-focused style that allows one to impart cold and ice into people and objects.
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Ice Storm
Affinity: Water Main Skills: Channel Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Willbreak Apply [Frozen]
Willbreak Apply [Frozen]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.FrozenYou lose your next Full Turn and cannot move - even involunatarily. Techniques are made against you at +2 Advantage.This Status ends at the start of the next round.
Water. A Channel-focused style that conjures storms of snow and ice to freeze and bind those within.
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Fluctuation
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Surging Dust
Main Skills: Kinesis Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
A Kinesis-focused style that launches dust at targets to quickly push them with physical force.
Advanced Styles
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Surging Water
Affinity: Water Main Skills: Kinesis Traits: Water. A Kinesis-focused style that leverages large amounts of water to push and batter targets.
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Binding Winds
Affinity: Wood Main Skills: Kinesis Traits: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover.
Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement.
Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter.
vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pulled
Pulled
Impact Trait When you are pulled you always have a source. You will move in a straight line towards the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pulled character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Wood. A Kinesis-focused style uses wind to immobilize foes and prevent allies from freefall.
Advanced Styles
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Windsweep
Affinity: Wood Main Skills: Kinesis Traits: Apply [Float]
Apply [Float]
Impact Trait This technique adds a status effect to the target.FloatThe character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Wood. A Kinesis-focused style that creates powerful winds to restrain and lift.
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Binding Weight
Affinity: Earth Main Skills: Kinesis Traits: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement.
Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter.
vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Encumbered]
Apply [Encumbered]
Impact Trait This technique adds a status effect to the target.EncumberedYour Base Speed is reduced by 1 and your Dash Speed is reduced by 2.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Willbreak Apply [Immobilized]
Willbreak Apply [Immobilized]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Earth. A Kinesis-focused style that creates areas of heavy or weightlessness.
Advanced Styles
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Gravity Force
Affinity: Earth Main Skills: Kinesis Traits: Pulled
Pulled
Impact Trait When you are pulled you always have a source. You will move in a straight line towards the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pulled character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Earth. A Kinesis-focused style that creates powerful vertical forces to lift and restrain.
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Propelling Force
Affinity: Wood; Metal Main Skills: Kinesis Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Wood/Metal. A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Advanced Styles
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Telekinesis
Affinity: Metal Main Skills: Kinesis Traits: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement.
Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter.
Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Metal. A Kinesis-focused style that combines the ability to levitate objects with many techniques to control forces.
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Levitation
Main Skills: None Traits: Fly
Fly
Impact Trait When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
A style that resonates objects in order to lift them to one's side.
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Dust Impact
Main Skills: Kinesis Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
A Kinesis-focused style that swings large quantities of dust at targets to strike and push.
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Kinetic Assault
Main Skills: Kinesis Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Kinesis-focused style that uses resonant objects to lauch the object at foes.
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Battlesmithing
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Throwcraft
Main Skills: Throw Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Throw-focused style allowing one to quickly create spears and disks to throw immediately.
Advanced Styles
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Warsmith
Main Skills: Throw Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
A Throw-focused style with expanded ability to throw attacks.
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Conjure Blades
Main Skills: Conjure Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Conjure-focused style allowing one to quickly create blades to spin or launch in a volley in an area.
Advanced Styles
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Glass Blades
Affinity: Fire Main Skills: Conjure Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Fire. A Conjure-focused style with fast creating glass to hinder and cut.
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Conjure Skyfall
Main Skills: Conjure Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Conjure-focused style that creates a barrage of objects to fall into an area.
Show
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Conjury
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Structural Magic
Main Skills: Conjure Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
A Conjure-focused style that makes large structures that can work as paths or walls.
Advanced Styles
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Arbormaking
Affinity: Wood Main Skills: Conjure Traits: Wood. A Conjure-focused style that allows the creation of trees as individual elements and walls. ,
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Stonemaking
Affinity: Earth Main Skills: Conjure Traits: Earth. A Conjure-focused style that uses rock to create walls, both in parts and as massive lines. ,
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Iron Walls
Affinity: Metal Main Skills: Conjure Traits: Metal. A Conjure-focused style using steel to quickly put up walls that remain sturdy and consume less space. ,
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Glacial Walls
Affinity: Water Main Skills: Conjure Traits: Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Water. A Conjure-focused style that uses ice as walls that can create chilling and damaging fields.
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Clouded Shroud
Main Skills: Conjure Traits: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Conjure-focused style that creates clouds of dust that can obscure and slash at foes.
Advanced Styles
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Smoke Field
Affinity: Fire Main Skills: Conjure Traits: Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Fire. A Conjure-focused style that creates clouds of smoke to hide and choke.
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Misty Terrtain
Affinity: Water Main Skills: Conjure Traits: Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Willbreak Apply [Immobilized]
Willbreak Apply [Immobilized]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Water. A Conjure-focused style that creates obscuring mist that can hide and freeze.
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Floral Shroud
Affinity: Wood Main Skills: Conjure Traits: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Sickened]
Apply [Sickened]
Impact Trait This technique adds a status effect to the target.SickenedSickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Wood. A Conjure-focused style that creates pollen and petals that can obscure and sicken with smelling pollen.
Advanced Styles
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Poison Spore
Affinity: Wood Main Skills: Conjure Traits: Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Apply [Unconscious]
Apply [Unconscious]
Impact Trait This technique adds a status effect to the target.UnconsciousAn unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Cleanse [Sickened]
Cleanse [Sickened]
Impact Trait This technique removes a status effect on the target.SickenedSickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Willbreak Apply [Paralyzed]
Willbreak Apply [Paralyzed]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.ParalyzedYou lose your next Full Turn and can speak only falteringly. Techniques are made against you at +2 Advantage.This Status ends at the start of the next round.
Wood. A Conjure-focused style that creates clouds of poisonous spores and antidotes for these poisons.
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Transmutation
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Dust Shaping
Main Skills: Shape Traits: A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Advanced Styles
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Shape Mastery
Main Skills: Shape Traits: AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shape-focused style combining both the creation of materials and its destruction into dust.
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Terrain Molding
Affinity: Earth Main Skills: Shape Traits: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement.
Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Earth. A Shape-focused style that molds earth into new terrain.
Advanced Styles
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Sinking Terrain
Affinity: Earth Main Skills: Shape Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Aflame]
Apply [Aflame]
Impact Trait This technique adds a status effect to the target.AflameYou are on fire. At the start of each round you take 1d6 fire damage per rank of the Aflame condition. This condition ends when you are doused by water.
Earth. A Shape-focused style that further alters earth to create lava and sinkholes.
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Earth Shaker
Affinity: Earth Main Skills: Shape Traits: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement.
vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
Apply [Encumbered]
Apply [Encumbered]
Impact Trait This technique adds a status effect to the target.EncumberedYour Base Speed is reduced by 1 and your Dash Speed is reduced by 2.
Apply [Prone]
Apply [Prone]
Impact Trait This technique adds a status effect to the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Earth. A Shape-focused style that cracks the earth with holes and quakes.
Advanced Styles
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Ground Splitter
Affinity: Earth Main Skills: Shape Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Cleanse [Hidden]
Cleanse [Hidden]
Impact Trait This technique removes a status effect on the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Earth. A Shape-focused style that further creates large earthquakes and splits open the earth.
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Icy Terrain
Affinity: Water Main Skills: Shape Traits: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Chilled]
Apply [Chilled]
Impact Trait This technique adds a status effect to the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Water. A Shape-focused style that freezes water to create slippery pathways and allows quick traversal for the caster.
Advanced Styles
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Frozen Terrain
Affinity: Water Main Skills: Shape Traits: Willbreak Apply [Frozen]
Willbreak Apply [Frozen]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.FrozenYou lose your next Full Turn and cannot move - even involunatarily. Techniques are made against you at +2 Advantage.This Status ends at the start of the next round.
Water. A Shape-focused style that expands on the icy terrain spells to create a frozen field and ways to easily maneuver through them.
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Unshaping
Main Skills: Shape Traits: AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
A Shape-focused style allowing one to destroy material into dust.
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Plant Growth
Affinity: Wood Main Skills: Shape Traits: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement.
Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it.
vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Wood. A Shape-focused style that alters plantlife into entangling roots and thorny bramble patches.
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Calming Blooms
Affinity: Wood Main Skills: Shape Traits: Apply [Persevering]
Apply [Persevering]
Impact Trait This technique adds a status effect to the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Heal[Surge]
Heal[Surge]
Impact Trait This technique heals HP of the target at the cost of one of their surges.
Wood. A Shape-focused style that provides healing through calming meadows and aromas.
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Verdant Armory
Affinity: Wood Main Skills: Shape Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Wood. A Shape-focused style that molds plantlife into armor and spiny walls and cacti.
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Earthen Armory
Affinity: Earth Main Skills: Shape Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Earth. A Shape-focused style that molds earth into armor and walls.
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Water Shape
Affinity: Water Main Skills: Shape Traits: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
Apply [Immobilized]
Apply [Immobilized]
Impact Trait This technique adds a status effect to the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Cleanse [Hidden]
Cleanse [Hidden]
Impact Trait This technique removes a status effect on the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Heal[Surge]
Heal[Surge]
Impact Trait This technique heals HP of the target at the cost of one of their surges.
Water. A Shape-focused style that changes water into slicks to slow or healing fields.
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Frozen Armory
Affinity: Water Main Skills: Shape Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Water. A Shape-focused style that molds ice into shields and walls.
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Physiomancy
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Healing Hands
Affinity: Wood; Water Main Skills: Heal Traits: Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Heal[Surge]
Heal[Surge]
Impact Trait This technique heals HP of the target at the cost of one of their surges.
Wood/Water. A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
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Soul Surge
Affinity: Fire Main Skills: Heal Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Persevering]
Apply [Persevering]
Impact Trait This technique adds a status effect to the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
Apply [Quickened]
Apply [Quickened]
Impact Trait This technique adds a status effect to the target.QuickenedOn your turn, you can perform one additional Quick action. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends. This Condition ends when it is triggered.
Break Focus
Break Focus
Impact Trait This technique allows you to choose a technique that is being focused on by the target to end.
Fire. A Heal-focused branch style that bolsters the body through empowerment of the soul providing healing and strength.
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Blood Flux
Affinity: Metal Main Skills: Heal Traits: vs. Warding
vs. Warding
This technique targets the Warding defense to resolve its effects.
AP
AP
Impact Trait Armor reduces incoming damage. This technique's damage ignore all armor on the target.
Apply [Stunned]
Apply [Stunned]
Impact Trait This technique adds a status effect to the target.StunnedA stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Willbreak Apply [Paralyzed]
Willbreak Apply [Paralyzed]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.ParalyzedYou lose your next Full Turn and can speak only falteringly. Techniques are made against you at +2 Advantage.This Status ends at the start of the next round.
Metal. A Heal-focused branch style allowing the manipulation of blood to both paralyze and cleanse. This magic is generally considered taboo in all cultures.
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Earthen Endurance
Affinity: Earth Main Skills: Heal Traits: Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Persevering]
Apply [Persevering]
Impact Trait This technique adds a status effect to the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Earth. A Heal-focused style providing strong defenses and allowing one to carry more.
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Propelling Motion
Affinity: Earth Main Skills: Heal Traits: Apply [Quickened]
Apply [Quickened]
Impact Trait This technique adds a status effect to the target.QuickenedOn your turn, you can perform one additional Quick action. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends. This Condition ends when it is triggered.
Earth. A Heal-focused style granting additional movement options to run and leap.
Athletics
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Movement
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Traversal
Main Skills: Physique Traits: Cleanse [Chilled]
Cleanse [Chilled]
Impact Trait This technique removes a status effect on the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Cleanse [Encumbered]
Cleanse [Encumbered]
Impact Trait This technique removes a status effect on the target.EncumberedYour Base Speed is reduced by 1 and your Dash Speed is reduced by 2.
Cleanse [Immobilized]
Cleanse [Immobilized]
Impact Trait This technique removes a status effect on the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
A Physique-focused style that allows one to bolster move speed and ignore movement restrictions.
Advanced Styles
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Unrelenting Motion
Main Skills: Physique Traits: Free Move
Free Move
Impact Trait This is a normal move action however it does not force you to become Engaged until you finish moving and you may move through enemy spaces.
A Physique-focused style that grants strong movement abilities to reduce movement restrictions.
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Powered Leap
Main Skills: Physique Traits: Apply [Empowered]
Apply [Empowered]
Impact Trait This technique adds a status effect to the target.EmpoweredThe next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 3 + Character Rank to the damage. This Condition ends when it is triggered.
A Physique-focused style allowing one to leap across the battlefield to avoid terrain effects and expand movement.
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Hidden Footing
Main Skills: Sneak Traits: Apply [Hidden]
Apply [Hidden]
Impact Trait This technique adds a status effect to the target.HiddenHidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Cleanse [Engaged]
Cleanse [Engaged]
Impact Trait This technique removes a status effect on the target.EngagedIf a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
A Sneak-focused style allowing one to stay hidden and mobile.
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Perseverance
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Enduring Body
Main Skills: Physique Traits: Apply [Armored]
Apply [Armored]
Impact Trait This technique adds a status effect to the target.ArmoredYou are considered to have additional Armor equal to 2 x your Character Rank.This Condition ends at the start of the next round.
Apply [Persevering]
Apply [Persevering]
Impact Trait This technique adds a status effect to the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Heal
Heal
Impact Trait This technique heals HP of the target.
A Physique-focused style that provides strong defenses and abilities to increase carrying capacity.
Advanced Styles
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Unbeatable Brawn
Main Skills: Physique Traits: Apply [Empowered]
Apply [Empowered]
Impact Trait This technique adds a status effect to the target.EmpoweredThe next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 3 + Character Rank to the damage. This Condition ends when it is triggered.
Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Cleanse [Empowered]
Cleanse [Empowered]
Impact Trait This technique removes a status effect on the target.EmpoweredThe next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 3 + Character Rank to the damage. This Condition ends when it is triggered.
A Physique-focused style providing healing abilities with the Empowered condition.
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Evasive Maneuvers
Main Skills: Agility Traits: vs. Brace
vs. Brace
This technique targets the Brace defense to resolve its effects.
vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Apply [Dodge]
Apply [Dodge]
Impact Trait This technique adds a status effect to the target.DodgeYour Evasion defense increases by 6 vs. the next Attack made against you. This triggers even if the attack does not target Evasion.This Condition ends when it is triggered or at the start of the next round.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Cleanse [Grappled]
Cleanse [Grappled]
Impact Trait This technique removes a status effect on the target.GrappledWhile a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
An Agility-focused style granting incredible evasion skills to avoid attacks and other characters.
Advanced Styles
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Reactive Defense
Main Skills: Agility Traits: Apply [Hindered]
Apply [Hindered]
Impact Trait This technique adds a status effect to the target.HinderedSkill checks against a hindered target receive +1 Advantage.This Condition ends when it is triggered or at the start of the next round.
Apply [Shielded]
Apply [Shielded]
Impact Trait This technique adds a status effect to the target.ShieldedThe next time you take damage, halve the damage.This Condition ends when it is triggered.
Cleanse [Chilled]
Cleanse [Chilled]
Impact Trait This technique removes a status effect on the target.ChilledYour Base Speed is reduced by your chilled rank (minimum 1). This condition ends when you are warmed or are set on fire.
Cleanse [Encumbered]
Cleanse [Encumbered]
Impact Trait This technique removes a status effect on the target.EncumberedYour Base Speed is reduced by 1 and your Dash Speed is reduced by 2.
Cleanse [Immobilized]
Cleanse [Immobilized]
Impact Trait This technique removes a status effect on the target.ImmobilizedYou cannot make any voluntary movements, although involuntary movements are unaffected.
An Agility and Physique-focused style with a focus on evasive attacks and counters.
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Remotion
Main Skills: Agility Traits: vs. Reflex
vs. Reflex
This technique targets the Reflex defense to resolve its effects.
Cleanse [Prone]
Cleanse [Prone]
Impact Trait This technique removes a status effect on the target.ProneSkill checks against you receive +1 Advantage. Prone characters count as moving in difficult terrain. You can stand and remove Prone by spending 2 Move Charge, unless you're Immobilized or Restrained. Standing up doesn’t count as movement.
An Agility-focused style that gives the user tremendous balance to stay on their feet and avoid attacks.
Speechcraft
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Favor Building
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Loyalty Appeal
Main Skills: Inspire Traits: vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
An Inspire-focused style that encourages greatness in others to inspire action.
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Social Grace
Main Skills: Charm Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
A Charm-focused style used to forge connection through charming talk and simple proposals.
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Flattery
Main Skills: Charm Traits: vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
A Charm-focused style allowing you to manipulate others to your whims, beguiling them for your desires.
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Deft Negotiator
Main Skills: Rationalize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
Willbreak [Favor]
Willbreak [Favor]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero.FavorFavor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
A Rationalize-focused style allowing you to break will to gain others' trust and quickly bring them to the correct decision.
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Sales Tactics
Main Skills: Rationalize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
Apply [Rally]
Apply [Rally]
Impact Trait This technique adds a status effect to the target.RallyYou gain Advantage per rank of the Rally emotion.This Emotion ends when it is triggered or at the start of the next round.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
Willbreak [Favor]
Willbreak [Favor]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero.FavorFavor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
A Rationalize-focused style to pressure others into action and to make a quick purchase.
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Disruption
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Fluster Point
Main Skills: Demoralize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
A Demoralize-focused style that flusters and fills others with doubts.
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Provoking Anger
Main Skills: Demoralize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Willbreak Apply [Angered]
Willbreak Apply [Angered]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.AngeredYou are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
A Demoralize-focused style about provoking anger out of foes to ensure you become the target.
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Intimidating Fear
Main Skills: Demoralize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Apply [Angered]
Apply [Angered]
Impact Trait This technique adds a status effect to the target.AngeredYou are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
Apply [Encouraged]
Apply [Encouraged]
Impact Trait This technique adds a status effect to the target.EncouragedGain +1 Advantage on your next skill check.This Emotion ends when it is triggered.
Apply [Quickened]
Apply [Quickened]
Impact Trait This technique adds a status effect to the target.QuickenedOn your turn, you can perform one additional Quick action. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends. This Condition ends when it is triggered.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
Willbreak Apply [Frightened]
Willbreak Apply [Frightened]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.FrightenedA frightened character has +2 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
A Demoralize-focused style used to frighten others into submitting themselves to your demands. And if fear doesn't work, anger can do just as well.
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Beguiling Instinct
Main Skills: Misdirect Traits: vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Add Influence
Add Influence
Impact Trait This technique will add an influence to the target.Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
A Misdirect-focused style that charms others into listening to you and sows seeds of doubt to damage their will.
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See Techniques
Taunting Wit
Main Skills: Misdirect Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
Apply [Angered]
Apply [Angered]
Impact Trait This technique adds a status effect to the target.AngeredYou are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Willbreak Apply [Angered]
Willbreak Apply [Angered]
Impact Trait This technique attacks Willpower and may cause a Willbreak effect when Willpower is reduced to zero. This willbreak effect applies a status to the target.AngeredYou are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
A Misdirect-focused style that teases out anger to redirect it as they like.
Show
Hide
Emotional Support
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See Techniques
Invigorating Rally
Main Skills: Inspire Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Add Influence
Add Influence
Impact Trait This technique will add an influence to the target.Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Apply [Encouraged]
Apply [Encouraged]
Impact Trait This technique adds a status effect to the target.EncouragedGain +1 Advantage on your next skill check.This Emotion ends when it is triggered.
Apply [Persevering]
Apply [Persevering]
Impact Trait This technique adds a status effect to the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target.Conditions are a type of status effect that can be removed easily with some assistance and focus.
Cleanse [Persevering]
Cleanse [Persevering]
Impact Trait This technique removes a status effect on the target.PerseveringAs a swift action, end one condition affecting you. This Emotion ends when it is triggered.
An Inspire-focused style that motivates others through encouraging words and providing benefits to end conditions.
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Underminer
Main Skills: Demoralize Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Cleanse[Emotions]
Cleanse[Emotions]
Impact Trait This technique removes all emotions of your chouce on the target.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Heal[Favor]
Heal[Favor]
Impact Trait This technique reduces favor on the target.
A Demoralize-focused style where you use your words to stave off manipulators and taunt them into giving up.
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Stillheart
Main Skills: Empathy Traits: vs. Insight
vs. Insight
This technique targets the Insight sense to resolve its effects.
vs. Resolve
vs. Resolve
This technique targets the Resolve sense to resolve its effects.
Heal[Will]
Heal[Will]
Impact Trait This technique heals Willpower of the target.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
An Empathy-focused style making It hard to attack your willpower due to your tranquil aura and to influence others' motivations.
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See Techniques
Connecting Bond
Main Skills: Empathy Traits: vs. Ego
vs. Ego
This technique targets the Ego sense to resolve its effects.
Assess
Assess
Impact Trait This technique will reveal an influence.Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Heal[Will]
Heal[Will]
Impact Trait This technique heals Willpower of the target.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose.Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence.A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
An Empathy-focused style allowing you to heal others' willpower damage and reveal their motivations.
Actions
Gear
Forme
Character
Post
Details
Overview
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Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Character Data
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
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Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
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Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
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Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
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Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 6 hours. This boon is lost after 24 hours of not eating.
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Truth
Truth
A boon for feelings true to oneself. This boon is usually gained after performing dramatic actions related to your influences. This boon can only be gained as per your GM, but generally can only be gained once per 24 hours. A boon of truth is lost in times of extreme duress as determined by your GM.
Character Rank
Character Rank
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Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Max:
General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 10] + [Character Level] + [Body] + 0 + 0
Max:
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 10 + [Character Rank x 5] + [½ Character Level] + [Conviction] + 0
Max:
Surge
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Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank] + 0 + 0
Max:
EN
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EN
EN is a resource used to power techniques. EN is calculated as: 9 + 0
Max:
Combat
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1 + 0
Max:
Social
Favor
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Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Impatience
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Impatience
Impatience is a measure of how much a character will tolerate another's attempts at socializing before removing themselves.
Max:
Actions
Gear
Forme
Character
Post
Details
Overview
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Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Origin
Basics
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Ancestry
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Ancestry
Ancestry represents your characters species and background. This unlocks certain techniques and styles which are locked to specific ancestries.
Home Region
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Home Region
The region of Wuxing where the character hails from.
Ethnicity
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Ethnicity
The ethnicity the character is a part of.
Quick Description
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Quick Description
A short description of what this character is about
Backstory
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Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
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Name
Generator
Full Name
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Full Name
Generator
Gender
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Gender
Generator
Home Region
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Home Region
Generator
Race
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Race
Generator
Personality
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Personality
Generator
Motivation
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Motivation
Generator
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Use This Character
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Attributes
Body
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Body
0
Precision
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Precision
0
Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
0
Conviction
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Conviction
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Intuition
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Intuition
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Reason
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Reason
0
Defense
Brace
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Brace
Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Body] + 0 + 0 + 0
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Warding
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Warding
Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Precision] + 0 + 0 + 0
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Reflex
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Reflex
Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Evasion
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Evasion
Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Sense
Resolve
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Resolve
Resolve is calculated as: 7 + [Character Rank] + [Conviction] + 0 + 0
0
Ego
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Ego
Ego is calculated as: 7 + [Character Rank] + [Intuition ] + 0 + 0
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Insight
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Insight
Insight is calculated as: 7 + [Character Rank] + [Reason] + 0 + 0
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General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 10] + [Character Level] + [Body] + 0 + 0
0
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 10 + [Character Rank x 5] + [½ Character Level] + [Conviction] + 0
0
Surge
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Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank] + 0 + 0
0
EN
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EN
EN is a resource used to power techniques. EN is calculated as: 9 + 0
0
Starting EN
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Starting EN
This is how much EN you start with when finishing a rest. Starting EN is calculated as: 5 + 0
0
Round EN
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Round EN
This is how much EN you gain at the start of a round during a conflict. Round EN is calculated as: 1 + 0
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Recall
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Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason] + 0
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Initiative
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Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness] + 0 + 0 + 0
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Carrying Capacity
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Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20] + 0
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Combat
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1 + 0
0
Heal Value
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Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 10] + [Conviction] + 0 + 0
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Armor
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Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0 + 0 + 0 + 0
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Resistance
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Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
0
Weakness
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Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
0
Base Speed
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Base Speed
Movement Base Speed is how much move charge a character gains at the start of a round. Base Speed is used to determine how fast the character moves out of combat. Base Speed is calculated as: 4 + 0 + 0
0
Dash Speed
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Dash Speed
Movement Dash Speed is how much move charge a character gains when performing a dash. Dash Speed is used to determine how fast the character moves out of combat. Dash Speed is calculated as: 2 + 0
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Skills
Aesthetics
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Aesthetics
Craft Aesthetics is the ability to design. This could be used to make an art piece more appealing or make a chair more comfortable to sit on.
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Agility
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Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
0
Alchemy
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Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
0
Analyze
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Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
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Build
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Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
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Channel
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Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
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Charm
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Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
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Conjure
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Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
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Cook
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Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
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Demoralize
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Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
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Empathy
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Empathy
Sensing Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
0
Glyphwork
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Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
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Grappling
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Grappling
Melee Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
0
Heal
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Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
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Inspire
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Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
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Kinesis
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Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
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Medicine
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Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
0
Might
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Might
Melee Might techniques tend to focus on the application of simple, big damage.
0
Misdirect
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Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
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Musicianship
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Musicianship
Device Musicianship is the ability to perform with a musical instrument.
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Physique
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Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
0
Pilot
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Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
0
Rationalize
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Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
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Resonance
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Resonance
Sensing Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely.
0
Search
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Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
0
Shape
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Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
0
Shoot
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Shoot
Range Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
0
Skirmish
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Skirmish
Melee Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
0
Throw
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Throw
Range Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
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Tinker
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Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
0
Actions
Gear
Forme
Character
Post
Details
Overview
?
Post
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
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Emotes
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Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
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Emote URL 2
Emote Name 3
Emote URL 3
Emote Name 4
Emote URL 4
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Emote URL 5
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Emote URL 6
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Emote URL 7
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Emote URL 8
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Emote URL 9
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Emote URL 11
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Emote URL 28
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Emote URL 29
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Emote URL 30
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Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Notebook
Notebooks
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Open
 
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Open
 
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Open
 
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Open
 
 
Pages
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Chapter Part
 
 
Pages
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Chapter Part
 
 
Pages
Del
Chapter Part
 
 
Pages
Del
Chapter Part
 
 
Actions
Gear
Forme
Character
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Forme
Forme
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
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emote
Checks
Boons
Rest
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Truth
Jobs
Jobs
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Unequip
Equip Adv. Style
Equip
See Techniques
Tier A Tier
 
Equipped
Job Slot 1
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Unequip
See Techniques
Empty
Job Slot 2
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Unequip
See Techniques
Empty
Job Slot 3
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Unequip
See Techniques
Empty
Styles
Styles
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Unequip
Equip Adv. Style
Equip
See Techniques
Tier A Tier
 
Equipped
Advanced or Normal Style Slot 1
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See Techniques
Empty
Advanced or Normal Style Slot 2
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Unequip
See Techniques
Empty
Advanced or Normal Style Slot 3
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Unequip
See Techniques
Empty
Style Slot 1
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Unequip
See Techniques
Empty
Style Slot 2
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Unequip
See Techniques
Empty
Style Slot 3
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Unequip
See Techniques
Empty
Style Slot 4
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Unequip
See Techniques
Empty
Style Slot 5
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Unequip
See Techniques
Empty
Style Slot 6
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Unequip
See Techniques
Empty
Actions
Gear
Forme
Character
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Gear
Gear
⟩⟩
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emote
Checks
Boons
Rest
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Truth
Currency
Jin
i
Jin
The currency of Minerva. This is paper money accepted throughout the continent of Wuxing due to Minerva's trade agreements throughout the land.
Gold
i
Gold
A rare resource known for its usages in magical material building. It was the preferred trading material until its use as a magical binding made it more scarse. Still, many small communities will use it for trade.
CP
i
CP
A coin currency that is popular in Apollo, Juno, and smaller civilizations. It is largely being replaced by the Minervan Jin due to the inconvenience of coins, but change at this scale is often difficult.
Equipment
Owned Equipment
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Traits:
None
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Technique Trait
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Technique Trait
Unequip
Equip (Main Weapon)
Purchase
Delete Entry
Inspect
 
Add Item
Add Melee Weapon
Add Ranged Weapon
Add Tool
Add Head Gear
Add Vision Gear
Add Chest Gear
Add Arm Gear
Add Leg Gear
Add Foot Gear
Add Misc Gear
Equipped
Main Weapon Slot 1
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See Techniques
Empty
Force Damage
Equipment Slot 1
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Unequip
See Techniques
Empty
Equipment Slot 2
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Unequip
See Techniques
Empty
Equipment Slot 3
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Unequip
See Techniques
Empty
Equipment Slot 4
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Unequip
See Techniques
Empty
Equipment Slot 5
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Unequip
See Techniques
Empty
Equipment Slot 6
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Unequip
See Techniques
Empty
Equipment Slot 7
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Unequip
See Techniques
Empty
Equipment Slot 8
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Unequip
See Techniques
Empty
Equipment Slot 9
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Unequip
See Techniques
Empty
Items
Consumables
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Traits:
None
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Technique Trait
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Technique Trait
Purchase
Delete Entry
Inspect
 
Add Item
Add Recovery
Add Tonic
Add Bomb
Add Beverage
Goods
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Traits:
None
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Technique Trait
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Technique Trait
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Technique Trait
Purchase
Delete Entry
Inspect
 
Add Item
Add Material
Add Compound
Add Supplement
Add Animal Good
Add Fruit
Add Vegetable
Add Starch
Actions
Gear
Forme
Character
?
Actions
Actions
This is the Actions section. Here you can use any action available to your character.
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Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Techniques
Refresh All Techniques
Forme Techniques
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
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Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
Definitions:
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Keywords:
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Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
Definitions:
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Keywords:
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Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
;
Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
;
Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
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Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
;
Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Update
Show
Hide
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Show
Hide
Custom Techniques
Contents Hidden
Full Technique Details
Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
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Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Gear Techniques
Update
Show
Hide
Gear Techniques
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
;
Keyword
;
Keyword
;
Keyword
;
Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
Definitions:
;
;
;
Keywords:
Keyword
;
Keyword
;
Keyword
;
Keyword
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Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Update
Show
Hide
Consumables
Contents Hidden
Inspect
Full Technique Details
Keywords:
Keyword
;
Keyword
;
Keyword
;
Keyword
;
Keyword
Traits:
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
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Item Trait
Definitions:
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Keywords:
Keyword
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Keyword
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Keyword
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Keyword
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Keyword
Traits:
Impact Trait
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Impact Trait
;
Impact Trait
;
Impact Trait
;
Impact Trait
Trigger:
Requirements:
Item Traits:
Item Trait
;
Item Trait
;
Item Trait
 
Basic Techniques
Show
Hide
Basic Actions
Contents Hidden
Full Technique Details
Interact
Swift Action; 2/Round
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Swift Action; 2/Round
No Check
Full Technique Details
Call Assist
Swift Action; 1/Turn
No Check; Range: 1-3; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target may use one Assist Technique.
Swift Action; 1/Turn
No Check; Range: 1-3; One Target
Full Technique Details
Pass Turn
Full Action; 1/Round
No Check; Range: 1-10; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
Full Action; 1/Round
No Check; Range: 1-10; One Target
Full Technique Details
Style Change
Full Action; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change your equipped Job and Styles.
Full Action; 1 Boon
No Check;
Full Technique Details
Call Influence
Reaction Action; 1 Boon
No Check;
Trigger: You are about to make a skill check.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose an influence relevant to the skill check. You gain advantage on the skill check equal to the severity of the influence.
Reaction Action; 1 Boon
No Check;
Trigger: You are about to make a skill check.
 
Show
Hide
Detection and Hiding
Contents Hidden
Full Technique Details
Hide
Quick Action
No Check;
Traits: Apply [Hidden]
Apply [Hidden]
Impact Trait This technique adds a status effect to the target. Hidden Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Quick Action
No Check;
Traits: Apply [Hidden]
Apply [Hidden]
Impact Trait This technique adds a status effect to the target. Hidden Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Full Technique Details
Detect Ether
Quick Action
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 10
DC 10
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Quick Action
Resonance; Range: 1; Cone 5
Full Technique Details
Detect Creature
Quick Action
Search; Range: 1-5; One Target
Traits: Cleanse [Hidden]
Cleanse [Hidden]
Impact Trait This technique removes a status effect on the target. Hidden Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Requirements: Target must be a character you suspect is Hidden.
You try to find a hidden character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Quick Action
Search; Range: 1-5; One Target
Traits: Cleanse [Hidden]
Cleanse [Hidden]
Impact Trait This technique removes a status effect on the target. Hidden Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Requirements: Target must be a character you suspect is Hidden.
 
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Spirit Actions
Contents Hidden
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Creature Manifest
During a Brief Rest
No Check; Range: 0; One Target
Traits: Cleanse [Ethereal]
Cleanse [Ethereal]
Impact Trait This technique removes a status effect on the target. Ethereal You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
Requirements: You must share a space with a target creature in the material plane. The target must not have an elemental aspect.
You manifest into the material plane by entering a creature.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Ethereal Status
The spirit is considered Manifesting into a host. A spirit manifesting into a creature gains the senses of the creature and can communicate with their host through thoughts as long as both share a language.
While Manifesting in a creature, all resource costs for your techniques are consumed by your host instead of yourself.
Definitions: Ethereal
Ethereal
Status You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
During a Brief Rest
No Check; Range: 0; One Target
Traits: Cleanse [Ethereal]
Cleanse [Ethereal]
Impact Trait This technique removes a status effect on the target. Ethereal You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
Requirements: You must share a space with a target creature in the material plane. The target must not have an elemental aspect.
Full Technique Details
Release Manifest
Full Action
No Check;
Traits: Apply [Ethereal]
Apply [Ethereal]
Impact Trait This technique adds a status effect to the target. Ethereal You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
Requirements: You must be manifesting in a host.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Ethereal Status
You leave your host and enter the spirit plane in the same space.
Definitions: Ethereal
Ethereal
Status You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
Full Action
No Check;
Traits: Apply [Ethereal]
Apply [Ethereal]
Impact Trait This technique adds a status effect to the target. Ethereal You are in the spirit realm. If you have a physical body it is treated as unconscious. Nothing in the physical plane may interact with your ethereal form and likewise, you may not interact with characters or objects in the physical plane.
Requirements: You must be manifesting in a host.
Full Technique Details
Manifest Casting
Passive Action
No Check
Requirements: You must be manifesting in a creature that can cast magic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Creatures you are manifesting within may equip techniques as if they have your affinity.
Passive Action
No Check
Requirements: You must be manifesting in a creature that can cast magic.
 
Combat Techniques
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Basic Attacks
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Shove
Assist Action
Any Melee; Range: 1; One Target
Traits: Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 1 spaces from you.
Assist Action
Any Melee; Range: 1; One Target
Traits: Pushed
Pushed
Impact Trait When you are pushed you always have a source. You will move in a straight line away from the source until you have moved all of the spaces of movement or are stopped by an obstruction. This movement does not trigger the Engaged status until you finish moving. If a pushed character is stopped by an obstruction they are injured by the impact. The character takes 1d6+1 force damage for each additional space they would have moved.
Requirements: Target must be the same Size or smaller than you.
Full Technique Details
Basic Strike
Assist Action
Any Melee; Range: 1; One Target
Traits: Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
You swing a weapon at a target.
vs. Evasion
vs. Evasion
Your skill check must meet or exceed the target's Evasion value. Unlike most defense checks, this check must be made for any additional effect below this effect to occur.
Target takes [Potency] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target takes 1d6 Weapon damage
Assist Action
Any Melee; Range: 1; One Target
Traits: Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Full Technique Details
Throw
Assist Action
Throw; Range: 2-3; One Target
Traits: Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You throw an object at a target.
vs. Evasion
vs. Evasion
Your skill check must meet or exceed the target's Evasion value. Unlike most defense checks, this check must be made for any additional effect below this effect to occur.
Target takes [Potency] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target takes 1d6 Weapon damage
Assist Action
Throw; Range: 2-3; One Target
Traits: Attack
Attack
Impact Trait This technique is designed to cause HP damage to another character. Some effects require that an attack is being made in order to take effect.
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
 
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Basic Movement
Contents Hidden
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Move
Swift Action
No Check;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Swift Action
No Check;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Full Technique Details
Dash
Quick Action; 3/Round
No Check;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Dash Speed] spaces.
Quick Action; 3/Round
No Check;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Full Technique Details
Mount
Quick Action
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You climb onto or into an object, usually a vehicle.
Quick Action
No Check;
Full Technique Details
Jump
Quick Action
Physique;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You jumps 2 spaces horizontally.
DC 10
DC 10
Your skill check must meet or exceed this value for the following effects to occur.
You jumps 1 spaces horizontally.
You jumps 1 spaces vertically.
Quick Action
Physique;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Full Technique Details
Move Silently
Quick Action
Agility;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. This movement does not break the hidden status.
DC 10
DC 10
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Dash Speed] spaces. This movement does not break the hidden status.
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Quick Action
Agility;
Traits: Move
Move
Impact Trait When a character moves, that character can move into any adjacent space, as long as the space isn’t occupied by an obstruction and is one that they would be able to move in. For example, characters can't move straight up unless they can fly. Each space you move consumes 1 space of your movement on conpletion of the move. When moving diagonally, you must consume 1 additional space of movement upon entering the space. You are unable to move any more spaces once you are at 0 movement. Sometimes a character will be required to swim to enter a large body of liquid or climb when moving across a terrain vertically. These are special forms of movement done as part of any Move action. When swimming or climbing you must consume 1 additional space of movement upon entering the space. A successful DC 10 Physique skill check may be required before entering a space if it is especially difficult to swim or climb.
 
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Basic Recovery
Contents Hidden
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Break Free
Quick Action
Any Athletics; Range: 1; One Target
Traits: Cleanse [Grappled]
Cleanse [Grappled]
Impact Trait This technique removes a status effect on the target. Grappled While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by breaking the grappler's grip.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Quick Action
Any Athletics; Range: 1; One Target
Traits: Cleanse [Grappled]
Cleanse [Grappled]
Impact Trait This technique removes a status effect on the target. Grappled While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Requirements: You have the grappled status.
Full Technique Details
Calm Emotions
Quick Action; 4 EN
No Check;
Traits: Cleanse[Emotions]
Cleanse[Emotions]
Impact Trait This technique removes all emotions of your chouce on the target.
You calm your emotions to refocus.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of their choice
Definitions:
Quick Action; 4 EN
No Check;
Traits: Cleanse[Emotions]
Cleanse[Emotions]
Impact Trait This technique removes all emotions of your chouce on the target.
Full Technique Details
Remove Condition
Full Action
No Check; Range: 1; One Target or Self
Traits: Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
You try to remove a condition afffecting you or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Full Action
No Check; Range: 1; One Target or Self
Traits: Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
Full Technique Details
Stabilize
Full Action
No Check;
Traits: Heal[Surge]
Heal[Surge]
Impact Trait This technique heals HP of the target at the cost of one of their surges.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
You take a moment to address your wounds.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If You has a surge, they must spend one and heal [Heal Value] Hit Points
You lose any condition of your choice
Definitions:
Full Action
No Check;
Traits: Heal[Surge]
Heal[Surge]
Impact Trait This technique heals HP of the target at the cost of one of their surges.
Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
Full Technique Details
Grab an Edge
Reaction Action; 1/Round
Any Athletics
Trigger: When you fall or pass an edge or other handhold
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
Reaction Action; 1/Round
Any Athletics
Trigger: When you fall or pass an edge or other handhold
 
Social Techniques
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Agitation
Contents Hidden
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Agitate
Quick Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Your words are designed to frustrate
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target takes 2 + [Potency] Willpower damage
Target gains 1 Impatience
vs. Ego
vs. Ego
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target takes 1d6 + 2 Willpower damage
Target gains 1 ranks in the Distracted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Distracted
Distracted
Emotion You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and request checks against the target increase by 3.
Quick Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Full Technique Details
Agitate II
Quick Action; 3 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target takes 2d6 + [Potency] Willpower damage
Target gains 1 Impatience
vs. Ego
vs. Ego
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target takes 2d6 + 6 Willpower damage
Target gains 1 ranks in the Distracted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Distracted
Distracted
Emotion You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and request checks against the target increase by 3.
Quick Action; 3 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Full Technique Details
Taunt
Quick Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Your words are designed to anger
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target takes 2 + [Potency] Willpower damage
Target gains 1 Impatience
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target takes 1d6 + 2 Willpower damage
Target gains 1 ranks in the Distracted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status
Definitions: Distracted
Distracted
Emotion You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Angered
Angered
Emotion You are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
Quick Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Full Technique Details
Taunt II
Quick Action; 3 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target takes 2d6 + [Potency] Willpower damage
Target gains 1 Impatience
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target takes 2d6 + 6 Willpower damage
Target gains 1 ranks in the Distracted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status
Definitions: Distracted
Distracted
Emotion You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
Angered
Angered
Emotion You are furious with another character. When you make a skill check as part of a targeted technique and it does not include the character that is the source of your angered condition, you take +2 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again. If you are calmed, the calmed emotion ends.
Quick Action; 3 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Apply [Distracted]
Apply [Distracted]
Impact Trait This technique adds a status effect to the target. Distracted You gain Disadvantage on all skill checks per rank of the Distracted emotion. This Emotion ends when it is triggered or at the start of the next round.
 
Show
Hide
Favor and Influence
Contents Hidden
Full Technique Details
Gain Favor
Full Action
Any Persuade; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
You attempt to make a good impression with a specific person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 1 Impatience
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target gains 1d6 + 2 Favor
Full Action
Any Persuade; Range: 1-5; One Target
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Favor
Favor
Impact Trait Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged to encourage a more favorable decision from another. This technique will modify favor.
Full Technique Details
Sense Motive
Quick Action; 1/Round; 1 EN
Empathy; Range: 1-5; One Target
Traits: Assess
Assess
Impact Trait This technique will reveal an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
You try to gauge how a recent action, something said, or other situation impacted them.
vs. Ego
vs. Ego
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Quick Action; 1/Round; 1 EN
Empathy; Range: 1-5; One Target
Traits: Assess
Assess
Impact Trait This technique will reveal an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
Full Technique Details
Emphasize
Full Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to convince another that a held conviction of theirs is more or less important.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target takes 2d6 + 5 + [Potency] Willpower damage
Target gains 2 Impatience
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Target takes 2d6 + 9 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Raise or lower the severity of an influence on your target.
Full Action; 1 EN
Any Cunning; Range: 1-5; One Target
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Influence
Influence
Impact Trait This technique will modify the severity of an influence. Influences are the the aspects of a character that connect them to the world. Influences can be leveraged to make an argument more likely to appeal to another character.
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
Full Technique Details
Calm Emotions
Quick Action; 4 EN
No Check;
Traits: Cleanse[Emotions]
Cleanse[Emotions]
Impact Trait This technique removes all emotions of your chouce on the target.
You calm your emotions to refocus.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of their choice
Definitions:
Quick Action; 4 EN
No Check;
Traits: Cleanse[Emotions]
Cleanse[Emotions]
Impact Trait This technique removes all emotions of your chouce on the target.
Full Technique Details
Remove Condition
Full Action
No Check; Range: 1; One Target or Self
Traits: Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
You try to remove a condition afffecting you or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Full Action
No Check; Range: 1; One Target or Self
Traits: Cleanse[Any]
Cleanse[Any]
Impact Trait This technique removes any single status condition on the target. Conditions are a type of status effect that can be removed easily with some assistance and focus.
 
Show
Hide
Requests
Contents Hidden
Full Technique Details
Request
Full Action
No Check; Range: 1-5; One Target
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose. Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence. A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
You make a request of someone, leveraging the favor you've built.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Target gains 2 Impatience
Make a request check on the target with 1d6 + [Target's Favor]
Full Action
No Check; Range: 1-5; One Target
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Request
Request
Impact Trait A request check is performed when a character attempts to convince another to do something. When making a request check a character must first make a request of the target. The nature of the request will set the difficulty class (DC) of the request check. Most request checks will require that you roll some dice and add relevant modifiers such as favor. You will always add any relevant influence modifiers to the check. An influence may support or oppose a request. If the influence is supportive of a request, you will add its severity modifier to the request check. An opposing influence will likewise subtract its severity modifier from the request check. Only one influence can support or oppose a request. If multiple influences apply to support or oppose a request, only the highest severity influence will count each for support and oppose. Usually some kind of influence is required over the target in order to convince them to do anything more complicated than a simple request. Most of the DCs for more complicated requests require the bonuses granted from a supporting influence. A request check is always performed with a request to be made of the target. This usually comes in the form of a task. The nature of the task will determine the DC of the request check.
Full Technique Details
End Conversation
Quick Action; 1/Turn
Conviction;
Requirements: You must have at least 8 Impatience.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add your total Impatience to the skill check.
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
You remove yourself from the conversation and can no longer be requested of anything.
Quick Action; 1/Turn
Conviction;
Requirements: You must have at least 8 Impatience.
Full Technique Details
Fraypoint
Full Action; 1/Round
No Check;
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 2 Impatience
Full Action; 1/Round
No Check;
Traits: Impatience[2]
Impatience[2]
Impact Trait This technique adds 2 impatience to the target. When impatience builds up, the target can choose to end a social combat.
Full Technique Details
Losing Patience
Quick Action; 1/Turn
Intuition ;
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
DC 10
DC 10
Your skill check must meet or exceed this value for the following effects to occur.
You gain 1 Impatience
Quick Action; 1/Turn
Intuition ;
Traits: Impatience[1]
Impatience[1]
Impact Trait This technique adds 1 impatience to the target. When impatience builds up, the target can choose to end a social combat.
 
Inspection
Exit
Add
Item Data
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Items In Group
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{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{date}}, {{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#questHeader}}{{questHeader}}{{/questHeader}}

{{questName}}

{{subtitle}} {{#questRewards}}{{questRewards}}{{/questRewards}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}